Skeletal
![Limitless Heroics Cover: As our heroes fight the hydra, we see just some of the variety of symptoms represented in this book. The paladin has a prosthetic arm to assist with their amputation. The barbarian rages from their wheelchair, providing mobility for their paralyzed legs. The ranger, whose body is more accustomed to an aquatic environment just as someone in the real world may be more comfortable in a quieter or darker sensory environment, finds ways to compensate and keep fighting. The wizard’s vitiligo may not be thought of as a disability, nor should it be, yet many in the real world experience severe discrimination due to unusual skin pigment — how many celebrities, corporate executives, or politicians do you know with visibly irregular skin?](https://wyrmworkspublishing.com/wp-content/uploads/2022/12/limitlessheroicscoverrevis1-150x150.png)
d20 | Trait |
---|---|
1–4 | Altered Growth |
5–7 | Calcification |
8–10 | Skeletal Difference |
11–16 | Dislocation |
17–19 | Disproportionate Growth |
20 | Flexibility |
d20 | Trait |
---|---|
1–4 | Altered Growth |
5–7 | Calcification |
8–10 | Skeletal Difference |
11–16 | Dislocation |
17–19 | Disproportionate Growth |
20 | Flexibility |
You have chronic pain in your teeth. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. The pain makes talking difficult, causing a penalty of −(IE) on social Charisma checks, and spells with a verbal component require a successful DC 8 + (IE) Dexterity check to cast successfully. Because this also causes eating difficulty, you must succeed on a DC 8 + (IE) Constitution saving throw to maintain concentration while eating or drinking. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage.
Gingivitis, Tooth Decay, Periodontitis, Atypical Odontalgia, Charcot-Marie-Tooth Disorder, Amelogenesis Imperfecta
Sucking on a piece of ice can reduce the IE by 1 while the ice remains in the mouth and wears off 1 minute after the ice melts or is removed.
A healing spell can target the teeth and reduce the IE by 2 for 1 hour instead of regaining hp.
You are missing (1d20+1d12) teeth. While this has some mild cosmetic effects, it has no effect on game mechanics besides needing to adjust your diet to softer foods.
Anodontia, Hypodontia
A doctor can make a set or partial set of ivory or bone dentures for 1 gp per tooth and 2 teeth per day of work, requiring a successful DC 8 Wisdom (Medicine) check. They’re prone to falling out while eating or during a barbarian Rage, requiring a successful DC 8 Dexterity saving throw to keep them in, and they must be replaced annually.
Your teeth are not within the range of shapes expected for your ancestry. Choose or roll on the following table. This trait does not have an IE. All of these give you a −1 penalty on disguise attempts.
d20 | Tooth Difference |
---|---|
1–6 | Buck Teeth |
7–8 | Fangs |
9–14 | Oversized |
15 | Sabertooth |
16 | Shark Teeth |
17 | Tusks |
18–20 | Undersized |
Hyperdontia, Retained Primary Teeth
Short of extracting the teeth and replacing them with dentures, these have no mundane assistance.
Your teeth are a color not within the range typically associated with your ancestry. (Use a random color generator such as https://www.random.org/colors/hex to determine the color.) This trait does not have an IE. Because it may be distracting to others or require you to talk such that your teeth are hidden, you have a −1 penalty on Charisma (Persuasion) checks when speaking within 10 feet of the target.
Rickets, Celiac Disease, Porphyria, Dead Tooth
This trait is managed by a large mustache and/or covering teeth with lips when talking.
d20 | Trait |
---|---|
1–2 | Tooth Color Difference |
3–6 | Tooth Shape Difference |
7−13 | Missing Teeth |
14–20 | Tooth Pain |
Your legs get weak due to muscle tone or neurological failure. This reduces your movement speed by (IE) × 25 percent without assistance. Consider the Strength attribute to be (IE) × 3 less for all Strength checks involving leg strength. Every round spent standing requires a successful DC 8 + (IE) Constitution check, the DC increasing by +(IE) each round. Failure results in you immediately needing to sit or be prone.
Slipped Disc, Guillain-Barré Syndrome, Multiple Sclerosis, Peripheral Neuropathy, Parkinson’s Disease, Myasthenia Gravis, Amyotrophic Lateral Sclerosis, Down Syndrome
Braces, wheelchairs, or other mobility devices are helpful. Leg braces reduce the IE by 1 while worn but must be removed during long rests to gain the benefits of the rest. Adding crutches with the braces reduces the IE by an additional 1 but must be held to move during combat, requiring creative attack strategies.
Your legs move uncontrollably, giving you a −(IE) penalty on Dexterity (Acrobatics) checks and Dexterity (Stealth) checks.
Pathologic Myoclonus, Restless Leg Syndrome, Huntington’s Disease, Amyotrophic Lateral Sclerosis, Hyperreflexia
During a short or long rest, succeed on a DC 8 + (IE) Constitution saving throw to reduce the IE by 1.
Your toes, ankles, knees, and/or hips (Roll 1d8 (IE) times, 1–4 = right side; 5–8 = left side) are difficult or impossible to move without extreme pain if at all. You have a −(IE) penalty on any action that would use that joint, including attack rolls. Your daily walking distance is reduced by (IE) × 20 percent.
Arthritis, Fibromyalgia, Multiple Sclerosis, Stiff-Person Syndrome, Dystonia, Patellofemoral Syndrome, Plantar Fasciitis
Spending (IE) hours per day (15 minutes at a time spread throughout the day) stretching the stiff muscles will reduce the IE by 1 until the next stretching session is due. Mobility aids can assist with the daily walking distance penalty. Spending one hour swimming or bathing in warm flowing water will reduce the IE by 1 for 2d6 hours.
A healing spell can target the lower body and reduce the IE by 2 for 1 hour instead of regaining hp.